Races Reference Table

Complete reference table of all playable races with their base statistics, abilities, and characteristics.

Race Str Int Wis Dex Con Total Alignment Vulnerabilities Resistances Innate Abilities Max Roll Max Total
Antfolk 20 16 18 25 24 103 Neutral Mental Pierce, Cold Poisonspit, Infravision 19 16 17 21 20 93
Centaur 24 17 18 20 22 101 Good Mental, Charm, Sound Charm, Bash Rear Kick, Enhanced Damage, Kick, Door Bash 20 17 18 18 19 92
Ethereal 17 23 22 23 18 103 Good, Neutral Lightning Weapon, Bash Gaseous Form, Flying, Infrared, Pass Door 17 20 19 20 18 94
Arborian 15 24 25 20 17 101 Good Disease, Poison, Cold, Slash Mental, Charm, Spells Awareness, Forest Blending, Mental Link, Acute Vision, Herb 15 21 21 19 17 93
Minotaur 23 17 23 20 22 105 Any Mental, Charm, Sound Metal Ramming 21 17 20 18 20 96
Giant: Storm 22 24 20 19 19 104 Neutral, Evil Nature Lightning, Bash Fly, Control Weather, Invocation 20 21 18 18 17 94
Faerie 16 24 23 23 15 101 Evil Cold, Iron Holy Infrared, Fly, Hide, Detect Hidden, Gorge 15 20 21 20 15 91
Felari: Chonker 19 20 25 18 23 105 Any Sound, Drowning Cold Sneak, Infravision, Forest Walk, Cat Nap, Reflexes, Zoomies, Whisker Sense 17 18 23 16 21 95
Felari: Smol 17 25 21 23 18 104 Any Sound, Drowning Cold Sneak, Infravision, Forest Walk, Cat Nap, Reflexes, Zoomies, Whisker Sense 15 23 19 21 16 94
Felari: Alley 22 21 21 22 20 106 Any Sound, Drowning Cold Sneak, Infravision, Forest Walk, Cat Nap, Reflexes, Zoomies, Whisker Sense 20 19 19 20 18 96
Felari: Rascal 25 17 17 23 23 105 Any Sound, Drowning Cold Sneak, Infravision, Forest Walk, Cat Nap, Reflexes, Zoomies, Whisker Sense 23 15 15 21 21 95
Changeling 17 24 22 25 15 103 Any None None Shapeshift 17 20 20 21 15 93
Elf 18 25 20 23 17 103 Good Iron Charm, Fire Awareness, Forest Blending, Archery, Sneak, Infrared 18 21 18 20 17 94
Illithid 17 25 21 22 17 102 Evil Fire, Light Mental, Magic, Charm Psionic Blast, Flying, Infrared 16 23 20 18 16 93
Halfling 16 21 23 25 18 103 Good, Neutral None None Steal, Peek, Pick Lock, Sneak 16 20 21 22 17 96
Troll 25 16 17 19 24 101 Evil Acid, Fire Poison, Disease, Weapon Regeneration, Enhanced Damage, Bash, Door Bash 21 16 17 18 20 92
Giant: Hill 25 16 17 18 24 100 Neutral Mental Weapon, Bash Door Bash, Enhanced Damage, Bash 21 16 17 18 21 93
Giant: Fire 24 22 18 18 21 103 Evil Drowning Fire, Bash Burnout 20 18 17 18 19 92
Giant: Ice 23 17 22 21 21 104 Good Fire Cold, Bash Ice Vapor, Enhanced Damage 20 16 18 18 21 93
Griffon 22 21 22 21 18 104 Good Fire Charm, Cold Eggroll, Wingbeat, Nest Making, Claw, Rake, Flying 20 19 18 18 18 93
Pixie 17 23 22 23 16 101 Good, Neutral Cold, Iron Magic Infrared, Fly, Pixie Dust 15 21 20 20 16 92
Giant: Moss 23 17 20 20 23 103 Neutral Acid Poison, Disease, Bash, Wood Spore Cloud, Bash, Enhanced Damage 20 17 17 19 20 93
Human 20 20 20 20 20 100 Any None None None 20 18 18 20 20 96
Grey Elf 17 24 24 22 16 103 Neutral Iron Charm Awareness, Forest Blending, Archery, Sneak, Infrared 17 20 21 20 16 94
Gnome 18 24 25 20 18 105 Any Bash Mental, Magic Staves, Wands, Infrared, Tinker 17 19 21 18 18 93
Dwarf 22 17 22 19 25 105 Any Drowning Poison, Magic Berserk, Infrared 20 17 19 18 21 95
Dark Elf 18 24 20 24 17 103 Evil Iron Charm, Cold Sneak, Infrared, Archery, Globe of Darkness, Faerie Fire 18 20 18 21 17 94
Draco: Diamond 23 19 18 24 20 104 Neutral Pierce, Light Energy, Slash Fly, Breath Attack 21 19 18 19 18 95
Draco: Opal 19 23 24 20 18 104 Neutral Negative, Pierce Holy, Slash Pass Door, Breath Attack 19 19 21 18 18 95
Draco: Crystal 24 17 18 22 23 104 Neutral Mental, Charm Weapon, Disease Fly, Breath Attack 21 19 19 18 18 95
Draco: Pearl 23 24 22 18 17 104 Neutral Poison, Disease, Pierce Drowning, Slash Water Breathing, Breath Attack 21 19 19 18 18 95
Draco: Green 23 23 20 18 20 104 Evil Cold Slash Fly, Breath Attack 21 19 19 18 18 95
Draco: White 22 19 19 22 22 104 Evil Fire Slash, Cold Fly, Breath Attack 21 19 19 18 18 95
Draco: Blue 21 24 22 18 19 104 Evil Cold Slash, Lightning Fly, Breath Attack 21 19 19 18 18 95
Draco: Black 23 24 20 19 18 104 Evil Cold Slash, Acid Fly, Breath Attack 21 19 19 18 18 95
Draco: Red 24 20 19 19 22 104 Evil Cold Slash, Fire None 21 19 19 18 18 95
Draco: Gold 23 24 19 18 20 104 Good Cold Slash Fly, Breath Attack 21 19 19 18 18 95
Draco: Silver 22 19 24 19 20 104 Good Fire Cold, Slash Fly, Breath Attack 21 19 19 18 18 95
Draco: Bronze 23 21 19 19 22 104 Good Cold Lightning, Slash Fly, Breath Attack 21 19 19 18 18 95
Draco: Brass 22 19 19 23 21 104 Good Cold Fire, Slash Fly, Breath Attack 21 19 19 18 18 95
Draco: Copper 21 20 22 19 22 104 Good Cold Acid, Slash Fly, Breath Attack 21 19 19 18 18 95

System Reference

Combat messages, armor readings, consider text, and attribute tables.

Damage Messages

Combat verb from final damage value after all modifiers. Ranges are inclusive. Damage ≤ 42 ends with .; higher ends with !.

DamageYou / victimOthers see
0missmisses
1–2nicknicks
3–4scratchscratches
5–8grazegrazes
9–13hithits
14–18injureinjures
19–23woundwounds
24–25thrashthrashes
26–28maulmauls
29–35decimatedecimates
36–38devastatedevastates
39–42maimmaims
43–56MUTILATEMUTILATES
57–64DISEMBOWELDISEMBOWELS
65–73DISMEMBERDISMEMBERS
74–81GOREGORES
82–97PULVERIZEPULVERIZES
98–114RAZERAZES
115–130MASSACREMASSACRES
131–145MANGLEMANGLES
146–160*** DEMOLISH ****** DEMOLISHES ***
161–185*** DEVASTATE ****** DEVASTATES ***
186–205*** SLAUGHTER ****** SLAUGHTERS ***
206–225=== OBLITERATE ====== OBLITERATES ===
226–250=== EVISCERATE ====== EVISCERATES ===
251–280>>> ANNIHILATE <<<>>> ANNIHILATES <<<
281–360>>> EXTERMINATE <<<>>> EXTERMINATES <<<
361–450<<< RAVAGE >>><<< RAVAGES >>>
451–599<<< ERADICATE >>><<< ERADICATES >>>
600–699do UNSPEAKABLE things todoes UNSPEAKABLE things to
700–899do UNGODLY things todoes UNGODLY things to
900+DO UNSPEAKABLE THINGS TODOES UNSPEAKABLE THINGS TO

Wound Messages

From looking at someone. Based on remaining HP %. The finer table needs the Evaluation skill with evaluate turned on. report (self) uses different bands: ≥100 perfect; 75–99 only hurt a little; 50–74 bruised quite a bit; 25–49 very hurt; <25 near death.

Without Evaluation

HP %MessageHP %Message
≥ 100is in perfect condition.40–54is bleeding profusely.
85–99has a few scratches.20–39is spurting blood.
70–84has some small wounds.1–19is in pretty bad shape.
55–69has some nasty cuts.≤ 0is nearly dead.

With Evaluation on

HP %Message
≥ 100is in perfect condition.
98–99has a few nicks.
95–97has a few scratches.
93–94has a few bruises.
89–92looks a little beat up.
84–88has quite a few bruises.
78–83is heavily bruised.
72–77has some small wounds.
60–71has quite a few wounds.
54–59is covered in bleeding wounds.
48–53is bleeding profusely.
32–47is gushing blood.
26–31is screaming in pain.
20–25is stumbling in pain.
15–19is spasming in shock.
12–14is writhing in agony.
9–11looks like a bloody mess.
6–8is stumbling from grave injuries.
3–5is catatonic from the intense pain.
1–2is convulsing on the ground.
≤ 0is nearly dead.

Armor Class Messages

score prints one line per type (piercing, bashing, slashing, magic). Values come from your gear plus Dexterity while you are awake. Lower is better. Raw numbers also appear on score from level 25.

AC valueMessage
≥ 20hopelessly vulnerable to …
0 … 19defenseless against …
−20 … −1barely protected from …
−40 … −21slightly armored against …
−80 … −41somewhat armored against …
−120 … −81armored against …
−160 … −121well-armored against …
−200 … −161very well-armored against …
−240 … −201heavily armored against …
−280 … −241superbly armored against …
−320 … −281almost invulnerable to …
−360 … −321divinely armored against …
−400 … −361supremely armored against …
< −400god-like against …

Consideration Messages

consider <target> compares their level to yours. Safe targets refuse with “Do not even think about it.”

Level difference

DiffMessage
≤ −10Your sneeze would kill $N.
−9 … −5$N would not last long against you.
−4 … −2$N looks like an easy kill.
−1 … 1The perfect match!
2 … 4$N looks just a little tough.
5 … 9$N would not need much help to kill you.
≥ 10You must have a fascination with death.

Alignment (NPCs only; not shown for PCs)

  • align ≥ 1: $N smiles happily at you.
  • align ≤ −1: $N grins evilly at you.
  • align 0: $N seems indifferent towards you.

PC vs PC (Evaluation skill check)

If you know Evaluation and pass a skill check, a second line compares PK ratings (odds bands ≤1 / ≤3 / ≤5 / higher). Not the same as the evaluate wound toggle.

Strength

Adds to hitroll and damroll. On melee hits, full damroll (Strength + gear) is scaled by weapon skill — roughly (20 + skill)% up to 100% on a primary hit, or (10 + skill)% on dual-wield hits. Not a percent boost to weapon dice. Carry = weight capacity; wield = how heavy a weapon you can hold.

STRHitDamCarryWieldSTRHitDamCarryWield
0−5−400130023013
1−5−431140+124014
2−3−23215+1+125015
3−3−110316+1+226516
4−2−125417+2+328022
5−2−155518+2+330025
6−1080619+3+432530
7−10100720+3+535035
800150821+4+640040
900180922+4+645045
10002001023+5+750050
11002151124+5+855055
12002301225+6+960060

Intelligence

Higher Intelligence makes skills improve faster when you practice them. It also drives how much mana you gain on level-up. Caster spell strength also scales with a casting stat: Intelligence for most classes, Wisdom for Clerics and Paladins.

INTLearnINTLearn
031325
151428
271531
381634
491737
5101840
6111944
7122049
8132155
9152260
10172370
11192480
12222585

Wisdom

Practices gained each level.

WISPrac / lvlWISPrac / lvl
00131
10141
20152
30162
40172
51183
61193
71203
81213
91224
101234
111244
121255

Dexterity

While awake, Dexterity adjusts your armor readings (positive = worse AC). Item carry count is a flat limit (~30 for most; a bit less for monks) — not based on Dexterity.

DEXAC modDEXAC mod
0+60130
1+50140
2+5015−10
3+4016−15
4+3017−20
5+2018−30
6+1019−40
7020−50
8021−60
9022−75
10023−90
11024−105
12025−120

HP

Each level, hit points = Constitution bonus + a class dice roll, then capped by class (minimum 2). Moves scale with Constitution and Dexterity (minimum 6).

Constitution

CONHitpCONHitp
0−4130
1−3140
2−215+1
3−216+2
4−117+2
5−118+3
6−119+3
7020+4
8021+4
9022+5
10023+6
11024+7
12025+8

Class HP roll & post-roll cap

ClassHP rollCap
Warrior8–19, then +1…423
Monk10–1620
Paladin8–1820
Anti-Paladin8–1820
Ranger8–1819
Nightwalker8–1719
Thief8–1718
Cleric7–1516
Channeler7–1513
Necromancer7–1513
Elementalist8–1612

Saves

Two different things: the Saves numbers on score (lower is better — −20 beats −10), and the resist roll when something hits you (higher % = more likely to resist). Score shows one save at level 39–44, and five typed saves at 45+ (normal, breath, malediction, transport, spell).

  • Level gap: each level you are above the effect’s level makes resisting easier; each level below makes it harder.
  • Better (more negative) score saves improve your resist chance.